106,701 Commits over 3,836 Days - 1.16cph!
Adjusted crafter slot positions on each workbench
Fixed car lock conditional refresh not always triggering
Merge from main -> canvas_disabler_2
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Electric furnace gibs setup
Prefer underwater labs closer to their max size with more puzzles, pick the best underwater lab out of 25 candidates
Merge from ElectricFurnace
Only show Take All option if over a weapon
Fixed client-stuff that the server was referencing - send a 'using keycode' flag over to the server. Also moved isOpen in UIDialog to client-side only.
Initial ghost model support (disabled)
Disabled direct inventory access.
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Only show Mount and Swap options if there's enough room for the weapon in the targetted slot
Updated wooden crate gingerbread theme textures
Merge from main -> qol_nov_22
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Added electric furnace gibs
Updated weapon rack gallery creation test script to work with new setup
Hooked up row prefab data in inspector
fixed missing xmas_tree_rug material and textures
merge from save231 - Staging wipe
Added diesel spawns at water treatment plant, power plant, military tunnels, junkyard, airfield
Added debug dof option to modelviewer
Merge from main/xmas_2022
Fixed conveyor sprite not getting clipped by RectMask2d (required a new shader)
Don't allow inserting fuel into electric furnace
Fixed pickup/repair targets
Fixed IO connection points on electric furnace
Getting the keypad entry dialog working as a sub-dialog of the vehicle lift UI panel
Replaced tree PH with the real thing.
Optimized a small bunch of textures and materials.
Make crafter loot panel a prefab, not S2P
Fixed directional lines not working on pipes
Added LOD scripts to gumdrop lights.
Prefab finalization sans new big tree
More crafter prefab setup
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Code-entry dialog works at the vehicle lift. Other bug fixes. Opening a UI dialog from another doesn't work too well, so I'll likely try integrating the keycode dialog into the vehicle lift one.